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Marcus Hape CR 12<br />
hp 60 (12 HD)<br />
Male human rogue 4/assassin 4/thrall of Demogorgon BoVD 4<br />
CE Medium humanoid<br />
Init +8; Senses Listen +10, Spot +10<br />
Languages Abyssal, Aquan, Common<br />
AC 22, touch 15, flat-footed 18; uncanny dodge<br />
Resist evasion<br />
Fort +7, Ref +14, Will +7; +2 against poison<br />
Speed 30 ft. (6 squares)<br />
Melee +1 frost longsword +14/+9 (1d8+3 plus 1d6 cold)<br />
Ranged +1 returning dagger +15 (1d4+3 plus poison)<br />
Base Atk +10; Grp +10<br />
Atk Options Combat Reflexes, Thrall to Demon (+1 luck bonus<br />
while performing evil act 1/day), death attack, dual actions<br />
2/day, poison (Fort DC 20, 1d6 Con/2d6 Con), reaching<br />
touch 3/day, sneak attack +4d6<br />
Combat Gear 4 potions of cure light wounds<br />
Spell-Like Abilities (CL 12th):<br />
1/day—hypnosis (as 30-ft. gaze attack, DC 13)<br />
3/day—touch of fear (as cause fear, DC 13)<br />
Abilities Str 14, Dex 18, Con 11, Int 14, Wis 13, Cha 8<br />
SQ poison use, see invisibility 1 minute/day<br />
Feats Alertness, Combat Reflexes B , Deformity (eyes) B , Evil<br />
Brand B , Improved Initiative, Improved Toughness LM ,<br />
Iron Will, Stealthy, Thrall to Demon B , Weapon Focus<br />
(longsword)<br />
Skills Balance +12, Bluff +8, Climb +10, Diplomacy +5 (+7<br />
against evil), Disable Device +9, Disguise +7, Escape Artist<br />
+7, Forgery +5, Hide +14, Intimidate –1 (+1 against<br />
evil), Knowledge (arcana) +4, Knowledge (local) +8,<br />
Knowledge (religion) +6, Listen +10, Move Silently +18,<br />
Perform +4, Search +4, Sense Motive +6, Sleight of Hand<br />
+8, Spot +10, Swim +4, Tumble +9<br />
Possessions combat gear plus +2 studded leather, +1 frost<br />
longsword, +1 returning dagger (treated with deathblade<br />
poison), ring of protection +1, cloak of resistance +1<br />
Death Attack (Ex) DC 16, paralysis effect lasts 1d6+4 rounds<br />
(DMG 180).<br />
Dual Actions (Su) Twice per day, Marcus Hape can take two<br />
full rounds’ worth of actions in the same round.<br />
Reaching Touch (Su) Three times per day, Marcus Hape can<br />
increase his reach by 5 feet for 1 round.<br />
SPINE TEMPLE<br />
Rituals to awaken the Leviathan take place at a secret<br />
temple located in one of the mountainous spines that<br />
bristle along the great beast’s back. The spine, positioned<br />
not far behind the Leviathan’s head, rises from the water<br />
several miles off the coast. It is entirely featureless, leaving<br />
sailors and scholars alike utterly puzzled as to its origin<br />
and purpose.<br />
Originally used by chaos-worshiping spellcasters to<br />
recharge their arcane energy, the temple has long been abandoned.<br />
Axihuatl learned of its existence during his research<br />
on the Leviathan and intends to use the temple to awaken<br />
the creature, then return the Leviathan to sleep once it has<br />
done its work.<br />
KEY FEATURES<br />
The spine is ideal for Axihuatl’s purposes, since part of it<br />
rises above the water, part of it is below, and the lowest level<br />
contains an opening to the swirling heart of chaos inside the<br />
Leviathan’s body. A single entrance on the surface provides<br />
access to the upper temple.<br />
The upper level of the temple at the tip of the Leviathan’s<br />
great spine is above water, but the remainder is submerged<br />
beneath the waves. Long, dark, and perilous tubes provide<br />
access between levels.<br />
DEFENSES<br />
The temple is a baffling and alarming place for outsiders<br />
(see Encounter Areas, below, for details), and Axihuatl relies<br />
on secrecy to defend it. He does not venture into the lower<br />
levels of the temple very often, remaining content to let the<br />
various chaotic obstacles of the lower levels keep the place<br />
safe from intruders.<br />
ENCOUNTER AREAS<br />
The following locations correspond to those indicated on<br />
the map.<br />
First Level<br />
The uppermost level of the temple is a roughly conical<br />
chamber where surface-dwelling cultists perform their rituals.<br />
A massive shaft of bone, elaborately carved and fluted,<br />
supports the arched ceiling. At the base of the central pillar<br />
is the ritual space where Axihuatl (in human form) leads his<br />
air-breathing followers.<br />
A. Entrance<br />
This tube is dry and leads to an entrance on the surface<br />
(the other three on the level are filled with water after<br />
about 20 feet and lead to the next lower level). The cultists<br />
have fixed a rope ladder to enable easier access (Climb DC<br />
12). The exterior door is located about 10 feet above the<br />
surface of the water and requires a DC 24 Search check<br />
to locate.<br />
B. Ceremonial Circle (EL 16)<br />
The central pillar narrows down here, where a ritual circle<br />
is inscribed in the floor, surrounded by incomprehensible<br />
runes. If cast correctly, Axihuatl’s ritual will in theory wake<br />
the Leviathan for a time so it can smash the lands and sink<br />
most of the continents, and then send it back to sleep, leaving<br />
the world (in the ixitxachitl’s mind, anyway) a far better place.<br />
See encounter 5–1, page 74, for more details.<br />
C. Ascending Transport Tubes<br />
D. Descending Transport Tubes<br />
These tubes are about 10 feet in diameter and were used<br />
for access between levels when the temple was submerged.<br />
Warm water rises through the tubes, heated by the mass of<br />
the Leviathan below, so swimming down is somewhat more<br />
difficult than swimming up. Descending one level through a<br />
tube requires 10 minutes and requires a DC 15 Swim check.<br />
Failure means that the swimmer takes 1d6 points of nonlethal<br />
damage from fatigue.<br />
CHAPTER 5<br />
THE LEVIATHAN<br />
71